#version 330 core

layout (location = 0) in vec2 position;
layout (location = 1) in vec4 color;

uniform mat4 m = mat4(1.0);
uniform mat4 vp = mat4(1.0);

out DATA
{
    vec4 color;
} vs_out;

void main()
{
    gl_Position = vp * m * vec4(position, 0.0, 1.0);
    vs_out.color = color;
}
